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Blender deserves a special mention as a very robust all-in-one, open-source game development solution (3D animation, modeling, rendering, rigging, and game engine) - that like almost any other robust software application has a learning curve due to its unique user interface. Tutorials and support for Blender - outside of trolling associated forums - have been below average at best - but, then, not all open source applications - to be fair - are destined to receive the organizational care and attention of a Firefox.
"Game Maker" - by YoYo Games - also deserves a special mention as the most user friendly - yet multifaceted - game engine ever offered free to the public. It has the simplicity of some popular web site design applications. It offers a flexible and robust feature set that liberates "the common user" and encourages early teen game enthusiasts to engage their creative technological curiosities.
Just when would-be game developers thought they could come up with a robust concept and hit the "make game" button, they learn of the additional tools - for middleware, source control, and bug tracking - necessary to help establish and maintain the infrastructure of their creations.
I can still recall some of the earliest days of old school batch files being strung together to generate an automated build process for a game project. Each batch file contained a list of targeted assets to be virtually grabbed from various directories on various computer systems. If one syllable or number was misspelled or out of position, the entire build process would come crashing down - followed by a very public witch hunt for the lazy (or overworked) culprit.
The robust automated build processes of today offer the ability to make playable builds for entire projects, specific components, individual development disciplines, and even function successfully while isolating dreaded "broken" assets.
It takes only a few weeks in a game development environment to realize exactly how deep interdisciplinary dependencies run on a project. Every asset has a matching asset somewhere else along the chain of immense teamwork involved in game development. While there is always a danger in relying too heavily on automated tools, some are absolutely necessary toward maintaining your sanity in the face of assigning, tracking, updating, and completing hundreds, thousands, and millions of unique assets.
Confluence's JIRA and WIKI products have been well-received in the games industry as reasonably-priced and capable bug / task tracking and information sharing solutions. While Bugzilla certainly has its following, Subversion has also been a big hit as a free and relatively feature-filled source control among game developers.
Alienbrain has always been the premiere art-centric source control but a costly one - boasting great flexibility through a relatively friendly user interface. Perforce - alternatively - is a popular code-centric source control with its own premium cost, though more and more studios are utilizing it across the board for all disciplines. Perforce does offer a no-cost license for open source developers, but therein lies the rub: game developers want to keep their often-times proprietary source code to themselves.
Mogware is best described as an equally robust, simpler to use, and cheaper to purchase Alienbrain. Mogware has even lower cost pricing models on the horizon.
Scaleform has quickly caught on in the past six months as one of the best, most feature complete, and easy to manipulate user interface design applications on the market. It is relatively simple to integrate into a custom code base, allowing crack teams of UI artists, designers, and programmers to quickly generate quality proofs of concept and functional results.
Speedtree seems like it has "been around forever," assisting artists and designers alike with the rapid population of 3D environments with lush vegetation. Cost is far less of an issue than what level of visual quality you are willing to accept from an automated process. Forests of original, exhaustively hand-built 3D trees would be wonderful but only on that rare project with boundless resources . . . and time still counts as a resource.
Bink Video has been around forever, and it continues to be the default, fire-and-forget choice for video compression among most game developers.
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